ludic/examples/qdecl.ludic
Orkuncakilkaya e9c15cc620 Phase 7e: polymorphic print(x) + str(x) (retire print_int/print_str)
One `print` instead of two C-style names: `print(x)` writes an int OR a string
followed by a newline, dispatching on the operand type (int -> %d, string ->
%s). `print(int)` emits byte-identically to the old print_int, so every existing
call and every smoke-test output is unchanged.

print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which
is not "printing a line" — so it now uses file_write to a new file_stdout()
stream, keeping the emitted IR byte-for-byte identical. That frees `print` to
have consistent always-newline semantics.

Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B)
migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()),
and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the
interpolation converter from 7d) is now also a documented standalone builtin.

Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h,
grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free
fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 01:22:38 +03:00

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# ============================================================================
# qdecl.ludic — a handler whose query lives in a @Queries annotation.
#
# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
# handler CleanBattle phase LateUpdate { … }
#
# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
# loop header moves into the annotation. Each property binds by name, the body
# runs once per matching entity, and self() is that entity.
# ============================================================================
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
property Pos { x: int = 0, y: int = 0 }
model Foe { Battle, Pos }
handler Seed phase Start {
spawn Foe { Battle { hp: 3, side: 1 } }
spawn Foe { Battle { hp: 0, side: 1 } }
spawn Foe { Battle { hp: -2, side: 0 } }
}
# a per-property constraint `Battle{...}` qualifies its bare fields to that
# property; `on: Foe` adds the {Foe} kind filter.
@Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
handler CleanBattle phase LateUpdate {
print(Pos.x)
despawn self()
}
@Queries(these: [Battle])
handler Census phase Render {
print(Battle.hp)
}
handler Bye phase Render { quit() }
}